= Prince Catacomb =

Without Prince Catacomb, Shadowcraft’s turn 3 plays become somewhat lackluster compared to the powerhouse it once was. Bone Chimera and Prince Catacomb are powerful 3 cost cards, but Shadowcraft lacks resilient plays outside of those two picks. The only other follower that leaves behind a body after death is Attendant of Night.

Prince Catacomb was a lynchpin card that fueled a lot of Shadowcraft’s mid and late-game plays. This will hurt the deck a lot.

= Wind Reader Zell =

Evolve: Give an allied follower Storm if Overflow is active for you.

This card is still really good, but you can’t combo it with Ouroboros to hit faces for 8 on turn 10 while having an evolved Zell to destroy any Wards on the opposing side. Dragoncraft still has a lot of Storm followers though. Now you just have to deal with hitting for 5 on turn 6 instead. Card may fall out of play but don’t expect Dragoncraft to care.

= Lightning Blast =

Control Swordcraft buff! Amulets are safe once more! No but seriously this card was the sole reason why I stopped playing Shadowverse the past month. Developing a Roland the Incorruptible and Support Cannon for all my hard work to explode on turn 10 is dumb.

I do believe this is the biggest change to nerf Dragoncraft. This allows for control decks to develop amulets and followers to actually beat Dragoncraft in a war of attrition. Dragoncraft’s biggest weakness is the tradeoff between ramping up play points and cards in hand (which is why Sibil is very powerful since she doesn’t give up card advantage for the ramp). But when Lightning Blast is able to negate that card disadvantage with a huge reversal, Dragoncraft rolls over most decks because 1-for-1 on turn 10, Dragoncraft’s cards are better than any other classes’.